<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.9.1"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Aether.Physics2D: Body Class Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="navtree.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="resize.js"></script>
<script type="text/javascript" src="navtreedata.js"></script>
<script type="text/javascript" src="navtree.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
 <tbody>
 <tr style="height: 56px;">
  <td id="projectlogo"><img alt="Logo" src="NugetLogo.png"/></td>
  <td id="projectalign" style="padding-left: 0.5em;">
   <div id="projectname">Aether.Physics2D
   &#160;<span id="projectnumber">2.0</span>
   </div>
  </td>
 </tr>
 </tbody>
</table>
</div>
<!-- end header part -->
<!-- Generated by Doxygen 1.9.1 -->
</div><!-- top -->
<div id="side-nav" class="ui-resizable side-nav-resizable">
  <div id="nav-tree">
    <div id="nav-tree-contents">
      <div id="nav-sync" class="sync"></div>
    </div>
  </div>
  <div id="splitbar" style="-moz-user-select:none;" 
       class="ui-resizable-handle">
  </div>
</div>
<script type="text/javascript">
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&amp;dn=gpl-2.0.txt GPL-v2 */
$(document).ready(function(){initNavTree('classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html',''); initResizable(); });
/* @license-end */
</script>
<div id="doc-content">
<div class="header">
  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="#properties">Properties</a> &#124;
<a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">Body Class Reference</div>  </div>
</div><!--header-->
<div class="contents">
<div class="dynheader">
Collaboration diagram for Body:</div>
<div class="dyncontent">
<div class="center"><iframe scrolling="no" frameborder="0" src="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body__coll__graph.svg" width="912" height="548"><p><b>This browser is not able to show SVG: try Firefox, Chrome, Safari, or Opera instead.</b></p></iframe>
</div>
</div>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a2ee411e9b97027dfa9d9c1443f1dfd4e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a2ee411e9b97027dfa9d9c1443f1dfd4e">ResetDynamics</a> ()</td></tr>
<tr class="memdesc:a2ee411e9b97027dfa9d9c1443f1dfd4e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Resets the dynamics of this body. Sets torque, force and linear/angular velocity to 0  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a2ee411e9b97027dfa9d9c1443f1dfd4e">More...</a><br /></td></tr>
<tr class="separator:a2ee411e9b97027dfa9d9c1443f1dfd4e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a52c24b0f4296f6df9c47168987ea546f"><td class="memItemLeft" align="right" valign="top"><a id="a52c24b0f4296f6df9c47168987ea546f"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>Add</b> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a> fixture)</td></tr>
<tr class="separator:a52c24b0f4296f6df9c47168987ea546f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a11a7ba04b54ac6de48c4034c1d5aaa2a"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a11a7ba04b54ac6de48c4034c1d5aaa2a">Remove</a> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a> fixture)</td></tr>
<tr class="memdesc:a11a7ba04b54ac6de48c4034c1d5aaa2a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Destroy a fixture. This removes the fixture from the broad-phase and destroys all contacts associated with this fixture. This will automatically adjust the mass of the body if the body is dynamic and the fixture has positive density. All fixtures attached to a body are implicitly destroyed when the body is destroyed. Warning: This method is locked during callbacks.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a11a7ba04b54ac6de48c4034c1d5aaa2a">More...</a><br /></td></tr>
<tr class="separator:a11a7ba04b54ac6de48c4034c1d5aaa2a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1e76cfd1e34bb3c4179b47f7ba4a0155"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a1e76cfd1e34bb3c4179b47f7ba4a0155">SetTransform</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> position, float rotation)</td></tr>
<tr class="memdesc:a1e76cfd1e34bb3c4179b47f7ba4a0155"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a body's transform may cause non-physical behavior. Warning: This method is locked during callbacks.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a1e76cfd1e34bb3c4179b47f7ba4a0155">More...</a><br /></td></tr>
<tr class="separator:a1e76cfd1e34bb3c4179b47f7ba4a0155"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8ee40372286a228f7c6eea6d4b009548"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a8ee40372286a228f7c6eea6d4b009548">SetTransform</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> position, float rotation)</td></tr>
<tr class="memdesc:a8ee40372286a228f7c6eea6d4b009548"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a body's transform may cause non-physical behavior. Warning: This method is locked during callbacks.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a8ee40372286a228f7c6eea6d4b009548">More...</a><br /></td></tr>
<tr class="separator:a8ee40372286a228f7c6eea6d4b009548"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad6d78561ed251ec48d62c078f39539a6"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ad6d78561ed251ec48d62c078f39539a6">SetTransformIgnoreContacts</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> position, float angle)</td></tr>
<tr class="memdesc:ad6d78561ed251ec48d62c078f39539a6"><td class="mdescLeft">&#160;</td><td class="mdescRight">For teleporting a body without considering new contacts immediately. Warning: This method is locked during callbacks.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ad6d78561ed251ec48d62c078f39539a6">More...</a><br /></td></tr>
<tr class="separator:ad6d78561ed251ec48d62c078f39539a6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae2e4f5fbfad7abd186fcb2bfc179a96f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_transform.html">Transform</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ae2e4f5fbfad7abd186fcb2bfc179a96f">GetTransform</a> ()</td></tr>
<tr class="memdesc:ae2e4f5fbfad7abd186fcb2bfc179a96f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the body transform for the body's origin.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ae2e4f5fbfad7abd186fcb2bfc179a96f">More...</a><br /></td></tr>
<tr class="separator:ae2e4f5fbfad7abd186fcb2bfc179a96f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6252833ed7c9cd31d897e5b79687de14"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a6252833ed7c9cd31d897e5b79687de14">GetTransform</a> (out <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_transform.html">Transform</a> transform)</td></tr>
<tr class="memdesc:a6252833ed7c9cd31d897e5b79687de14"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the body transform for the body's origin.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a6252833ed7c9cd31d897e5b79687de14">More...</a><br /></td></tr>
<tr class="separator:a6252833ed7c9cd31d897e5b79687de14"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a622cd97b2e9b40148f6c4de6b4f68e40"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a622cd97b2e9b40148f6c4de6b4f68e40">ApplyForce</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> force, <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> point)</td></tr>
<tr class="memdesc:a622cd97b2e9b40148f6c4de6b4f68e40"><td class="mdescLeft">&#160;</td><td class="mdescRight">Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a622cd97b2e9b40148f6c4de6b4f68e40">More...</a><br /></td></tr>
<tr class="separator:a622cd97b2e9b40148f6c4de6b4f68e40"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3e0bd5501959e58e10bcbd11a44d1934"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a3e0bd5501959e58e10bcbd11a44d1934">ApplyForce</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> force)</td></tr>
<tr class="memdesc:a3e0bd5501959e58e10bcbd11a44d1934"><td class="mdescLeft">&#160;</td><td class="mdescRight">Applies a force at the center of mass.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a3e0bd5501959e58e10bcbd11a44d1934">More...</a><br /></td></tr>
<tr class="separator:a3e0bd5501959e58e10bcbd11a44d1934"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab1a74911ead329e45cd0431a6ce22968"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ab1a74911ead329e45cd0431a6ce22968">ApplyForce</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> force)</td></tr>
<tr class="memdesc:ab1a74911ead329e45cd0431a6ce22968"><td class="mdescLeft">&#160;</td><td class="mdescRight">Applies a force at the center of mass.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ab1a74911ead329e45cd0431a6ce22968">More...</a><br /></td></tr>
<tr class="separator:ab1a74911ead329e45cd0431a6ce22968"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3cf0e831f1262a4d515d75f94f895817"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a3cf0e831f1262a4d515d75f94f895817">ApplyForce</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> force, ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> point)</td></tr>
<tr class="memdesc:a3cf0e831f1262a4d515d75f94f895817"><td class="mdescLeft">&#160;</td><td class="mdescRight">Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a3cf0e831f1262a4d515d75f94f895817">More...</a><br /></td></tr>
<tr class="separator:a3cf0e831f1262a4d515d75f94f895817"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a155cc76b7d4c9b87a95166e37d2ce7fb"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a155cc76b7d4c9b87a95166e37d2ce7fb">ApplyTorque</a> (float torque)</td></tr>
<tr class="memdesc:a155cc76b7d4c9b87a95166e37d2ce7fb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass. This wakes up the body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a155cc76b7d4c9b87a95166e37d2ce7fb">More...</a><br /></td></tr>
<tr class="separator:a155cc76b7d4c9b87a95166e37d2ce7fb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a35a47f6abb96ea16abb84d8d7da14886"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a35a47f6abb96ea16abb84d8d7da14886">ApplyLinearImpulse</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> impulse)</td></tr>
<tr class="memdesc:a35a47f6abb96ea16abb84d8d7da14886"><td class="mdescLeft">&#160;</td><td class="mdescRight">Apply an impulse at a point. This immediately modifies the velocity. This wakes up the body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a35a47f6abb96ea16abb84d8d7da14886">More...</a><br /></td></tr>
<tr class="separator:a35a47f6abb96ea16abb84d8d7da14886"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5779c9354f5aec0119169ee4bdb3cc70"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a5779c9354f5aec0119169ee4bdb3cc70">ApplyLinearImpulse</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> impulse, <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> point)</td></tr>
<tr class="memdesc:a5779c9354f5aec0119169ee4bdb3cc70"><td class="mdescLeft">&#160;</td><td class="mdescRight">Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of application is not at the center of mass. This wakes up the body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a5779c9354f5aec0119169ee4bdb3cc70">More...</a><br /></td></tr>
<tr class="separator:a5779c9354f5aec0119169ee4bdb3cc70"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5ef0c3c2b6414118bdd5fe85b3b89e6e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a5ef0c3c2b6414118bdd5fe85b3b89e6e">ApplyLinearImpulse</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> impulse)</td></tr>
<tr class="memdesc:a5ef0c3c2b6414118bdd5fe85b3b89e6e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Apply an impulse at a point. This immediately modifies the velocity. This wakes up the body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a5ef0c3c2b6414118bdd5fe85b3b89e6e">More...</a><br /></td></tr>
<tr class="separator:a5ef0c3c2b6414118bdd5fe85b3b89e6e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7e85a76557ac86f27f5170b71d3d0418"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a7e85a76557ac86f27f5170b71d3d0418">ApplyLinearImpulse</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> impulse, ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> point)</td></tr>
<tr class="memdesc:a7e85a76557ac86f27f5170b71d3d0418"><td class="mdescLeft">&#160;</td><td class="mdescRight">Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of application is not at the center of mass. This wakes up the body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a7e85a76557ac86f27f5170b71d3d0418">More...</a><br /></td></tr>
<tr class="separator:a7e85a76557ac86f27f5170b71d3d0418"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac2f615bd7e785e1c12319e26824bfa72"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ac2f615bd7e785e1c12319e26824bfa72">ApplyAngularImpulse</a> (float impulse)</td></tr>
<tr class="memdesc:ac2f615bd7e785e1c12319e26824bfa72"><td class="mdescLeft">&#160;</td><td class="mdescRight">Apply an angular impulse.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ac2f615bd7e785e1c12319e26824bfa72">More...</a><br /></td></tr>
<tr class="separator:ac2f615bd7e785e1c12319e26824bfa72"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a385261b84b7e28ac5264e61f5c5377ba"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a385261b84b7e28ac5264e61f5c5377ba">ResetMassData</a> ()</td></tr>
<tr class="memdesc:a385261b84b7e28ac5264e61f5c5377ba"><td class="mdescLeft">&#160;</td><td class="mdescRight">This resets the mass properties to the sum of the mass properties of the fixtures. This normally does not need to be called unless you called SetMassData to override the mass and you later want to reset the mass.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a385261b84b7e28ac5264e61f5c5377ba">More...</a><br /></td></tr>
<tr class="separator:a385261b84b7e28ac5264e61f5c5377ba"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a44994ec9bf385e90656c556427594b43"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a44994ec9bf385e90656c556427594b43">GetWorldPoint</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> localPoint)</td></tr>
<tr class="memdesc:a44994ec9bf385e90656c556427594b43"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the world coordinates of a point given the local coordinates.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a44994ec9bf385e90656c556427594b43">More...</a><br /></td></tr>
<tr class="separator:a44994ec9bf385e90656c556427594b43"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a03114268d3cd9afc1c4c6539c208faaf"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a03114268d3cd9afc1c4c6539c208faaf">GetWorldPoint</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> localPoint)</td></tr>
<tr class="memdesc:a03114268d3cd9afc1c4c6539c208faaf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the world coordinates of a point given the local coordinates.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a03114268d3cd9afc1c4c6539c208faaf">More...</a><br /></td></tr>
<tr class="separator:a03114268d3cd9afc1c4c6539c208faaf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2f9dbdd05c3a135441d8b3630f35cbe1"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a2f9dbdd05c3a135441d8b3630f35cbe1">GetWorldVector</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> localVector)</td></tr>
<tr class="memdesc:a2f9dbdd05c3a135441d8b3630f35cbe1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the world coordinates of a vector given the local coordinates. Note that the vector only takes the rotation into account, not the position.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a2f9dbdd05c3a135441d8b3630f35cbe1">More...</a><br /></td></tr>
<tr class="separator:a2f9dbdd05c3a135441d8b3630f35cbe1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a214ffec209bae8263331dab6caf3fab9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a214ffec209bae8263331dab6caf3fab9">GetWorldVector</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> localVector)</td></tr>
<tr class="memdesc:a214ffec209bae8263331dab6caf3fab9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the world coordinates of a vector given the local coordinates.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a214ffec209bae8263331dab6caf3fab9">More...</a><br /></td></tr>
<tr class="separator:a214ffec209bae8263331dab6caf3fab9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acf6f0bc73e31db5126e174c39699744c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#acf6f0bc73e31db5126e174c39699744c">GetLocalPoint</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> worldPoint)</td></tr>
<tr class="memdesc:acf6f0bc73e31db5126e174c39699744c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets a local point relative to the body's origin given a world point. Note that the vector only takes the rotation into account, not the position.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#acf6f0bc73e31db5126e174c39699744c">More...</a><br /></td></tr>
<tr class="separator:acf6f0bc73e31db5126e174c39699744c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8da6884ab2fc9afff46590d4fdfd9e01"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a8da6884ab2fc9afff46590d4fdfd9e01">GetLocalPoint</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> worldPoint)</td></tr>
<tr class="memdesc:a8da6884ab2fc9afff46590d4fdfd9e01"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets a local point relative to the body's origin given a world point.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a8da6884ab2fc9afff46590d4fdfd9e01">More...</a><br /></td></tr>
<tr class="separator:a8da6884ab2fc9afff46590d4fdfd9e01"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aca1bab02ed1b402c20a626132db198e8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aca1bab02ed1b402c20a626132db198e8">GetLocalVector</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> worldVector)</td></tr>
<tr class="memdesc:aca1bab02ed1b402c20a626132db198e8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets a local vector given a world vector. Note that the vector only takes the rotation into account, not the position.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aca1bab02ed1b402c20a626132db198e8">More...</a><br /></td></tr>
<tr class="separator:aca1bab02ed1b402c20a626132db198e8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2cf4b31130c70fafdec54f1566a49c4b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a2cf4b31130c70fafdec54f1566a49c4b">GetLocalVector</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> worldVector)</td></tr>
<tr class="memdesc:a2cf4b31130c70fafdec54f1566a49c4b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets a local vector given a world vector. Note that the vector only takes the rotation into account, not the position.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a2cf4b31130c70fafdec54f1566a49c4b">More...</a><br /></td></tr>
<tr class="separator:a2cf4b31130c70fafdec54f1566a49c4b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa3fe8f7ef96a416f19b5f70367f6ba3b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aa3fe8f7ef96a416f19b5f70367f6ba3b">GetLinearVelocityFromWorldPoint</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> worldPoint)</td></tr>
<tr class="memdesc:aa3fe8f7ef96a416f19b5f70367f6ba3b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the world linear velocity of a world point attached to this body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aa3fe8f7ef96a416f19b5f70367f6ba3b">More...</a><br /></td></tr>
<tr class="separator:aa3fe8f7ef96a416f19b5f70367f6ba3b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac286b8066ff523c7987c99ef921e589f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ac286b8066ff523c7987c99ef921e589f">GetLinearVelocityFromWorldPoint</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> worldPoint)</td></tr>
<tr class="memdesc:ac286b8066ff523c7987c99ef921e589f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the world linear velocity of a world point attached to this body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ac286b8066ff523c7987c99ef921e589f">More...</a><br /></td></tr>
<tr class="separator:ac286b8066ff523c7987c99ef921e589f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a13c36494173fc6c0eae107fa4662aa15"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a13c36494173fc6c0eae107fa4662aa15">GetLinearVelocityFromLocalPoint</a> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> localPoint)</td></tr>
<tr class="memdesc:a13c36494173fc6c0eae107fa4662aa15"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the world velocity of a local point.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a13c36494173fc6c0eae107fa4662aa15">More...</a><br /></td></tr>
<tr class="separator:a13c36494173fc6c0eae107fa4662aa15"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0a5185cb17386910ac4b9ae624bcace9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a0a5185cb17386910ac4b9ae624bcace9">GetLinearVelocityFromLocalPoint</a> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> localPoint)</td></tr>
<tr class="memdesc:a0a5185cb17386910ac4b9ae624bcace9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the world velocity of a local point.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a0a5185cb17386910ac4b9ae624bcace9">More...</a><br /></td></tr>
<tr class="separator:a0a5185cb17386910ac4b9ae624bcace9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aaefa51fcc4934bf0f124b31d633e7983"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aaefa51fcc4934bf0f124b31d633e7983">SetRestitution</a> (float restitution)</td></tr>
<tr class="memdesc:aaefa51fcc4934bf0f124b31d633e7983"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set restitution on all fixtures. Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aaefa51fcc4934bf0f124b31d633e7983">More...</a><br /></td></tr>
<tr class="separator:aaefa51fcc4934bf0f124b31d633e7983"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a31c77f6a8a00fc232736e6cf313a0360"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a31c77f6a8a00fc232736e6cf313a0360">SetFriction</a> (float friction)</td></tr>
<tr class="memdesc:a31c77f6a8a00fc232736e6cf313a0360"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set friction on all fixtures. Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a31c77f6a8a00fc232736e6cf313a0360">More...</a><br /></td></tr>
<tr class="separator:a31c77f6a8a00fc232736e6cf313a0360"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7b673e0050282eaceec7359f4a3c0471"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a7b673e0050282eaceec7359f4a3c0471">SetCollisionCategories</a> (Category category)</td></tr>
<tr class="memdesc:a7b673e0050282eaceec7359f4a3c0471"><td class="mdescLeft">&#160;</td><td class="mdescRight">Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a7b673e0050282eaceec7359f4a3c0471">More...</a><br /></td></tr>
<tr class="separator:a7b673e0050282eaceec7359f4a3c0471"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af0266f3dee11b32e0f3caad6d590df90"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#af0266f3dee11b32e0f3caad6d590df90">SetCollidesWith</a> (Category category)</td></tr>
<tr class="memdesc:af0266f3dee11b32e0f3caad6d590df90"><td class="mdescLeft">&#160;</td><td class="mdescRight">Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#af0266f3dee11b32e0f3caad6d590df90">More...</a><br /></td></tr>
<tr class="separator:af0266f3dee11b32e0f3caad6d590df90"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9e36b5e71469461aa8d88cce6ca6407e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a9e36b5e71469461aa8d88cce6ca6407e">SetCollisionGroup</a> (short collisionGroup)</td></tr>
<tr class="memdesc:a9e36b5e71469461aa8d88cce6ca6407e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a9e36b5e71469461aa8d88cce6ca6407e">More...</a><br /></td></tr>
<tr class="separator:a9e36b5e71469461aa8d88cce6ca6407e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6df4f64d63cf178e0e2dbf167fe73100"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a6df4f64d63cf178e0e2dbf167fe73100">SetIsSensor</a> (bool isSensor)</td></tr>
<tr class="memdesc:a6df4f64d63cf178e0e2dbf167fe73100"><td class="mdescLeft">&#160;</td><td class="mdescRight">Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a6df4f64d63cf178e0e2dbf167fe73100">More...</a><br /></td></tr>
<tr class="separator:a6df4f64d63cf178e0e2dbf167fe73100"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad1d48235520f5f2273c03732422bcf93"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ad1d48235520f5f2273c03732422bcf93">Clone</a> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a> world=null)</td></tr>
<tr class="memdesc:ad1d48235520f5f2273c03732422bcf93"><td class="mdescLeft">&#160;</td><td class="mdescRight">Makes a clone of the body. Fixtures and therefore shapes are not included. Use <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a5d55583a304262267eb3899ec13d7271" title="Clones the body and all attached fixtures and shapes. Simply said, it makes a complete copy of the bo...">DeepClone()</a> to clone the body, as well as fixtures and shapes.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ad1d48235520f5f2273c03732422bcf93">More...</a><br /></td></tr>
<tr class="separator:ad1d48235520f5f2273c03732422bcf93"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5d55583a304262267eb3899ec13d7271"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a5d55583a304262267eb3899ec13d7271">DeepClone</a> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a> world=null)</td></tr>
<tr class="memdesc:a5d55583a304262267eb3899ec13d7271"><td class="mdescLeft">&#160;</td><td class="mdescRight">Clones the body and all attached fixtures and shapes. Simply said, it makes a complete copy of the body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a5d55583a304262267eb3899ec13d7271">More...</a><br /></td></tr>
<tr class="separator:a5d55583a304262267eb3899ec13d7271"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a68d5c3c68d35ebcd8506c6085ff1ef32"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a68d5c3c68d35ebcd8506c6085ff1ef32">CreateFixture</a> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_shape.html">Shape</a> shape)</td></tr>
<tr class="memdesc:a68d5c3c68d35ebcd8506c6085ff1ef32"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a fixture and attach it to this body. If the density is non-zero, this function automatically updates the mass of the body. <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts.html">Contacts</a> are not created until the next time step. Warning: This method is locked during callbacks.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a68d5c3c68d35ebcd8506c6085ff1ef32">More...</a><br /></td></tr>
<tr class="separator:a68d5c3c68d35ebcd8506c6085ff1ef32"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac9e36c451a889ab94a33556122632a8c"><td class="memItemLeft" align="right" valign="top"><a id="ac9e36c451a889ab94a33556122632a8c"></a>
<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CreateEdge</b> (<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> start, <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> end)</td></tr>
<tr class="separator:ac9e36c451a889ab94a33556122632a8c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a98714855cbf3c36e1b57978f4d657866"><td class="memItemLeft" align="right" valign="top"><a id="a98714855cbf3c36e1b57978f4d657866"></a>
<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CreateChainShape</b> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vertices.html">Vertices</a> vertices)</td></tr>
<tr class="separator:a98714855cbf3c36e1b57978f4d657866"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a93ac10514b76ea6aeed9c22d8bdde70d"><td class="memItemLeft" align="right" valign="top"><a id="a93ac10514b76ea6aeed9c22d8bdde70d"></a>
<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CreateLoopShape</b> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vertices.html">Vertices</a> vertices)</td></tr>
<tr class="separator:a93ac10514b76ea6aeed9c22d8bdde70d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6e57b0632f7846920238bb83a999bac4"><td class="memItemLeft" align="right" valign="top"><a id="a6e57b0632f7846920238bb83a999bac4"></a>
<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CreateRectangle</b> (float width, float height, float density, <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> offset)</td></tr>
<tr class="separator:a6e57b0632f7846920238bb83a999bac4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac210a6acf1c604640eb8a0e47603b16e"><td class="memItemLeft" align="right" valign="top"><a id="ac210a6acf1c604640eb8a0e47603b16e"></a>
<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CreateCircle</b> (float radius, float density)</td></tr>
<tr class="separator:ac210a6acf1c604640eb8a0e47603b16e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aff3e19b6962304e4ada33268993c8983"><td class="memItemLeft" align="right" valign="top"><a id="aff3e19b6962304e4ada33268993c8983"></a>
<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CreateCircle</b> (float radius, float density, <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> offset)</td></tr>
<tr class="separator:aff3e19b6962304e4ada33268993c8983"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a24ac643ae7fc80c944ddd36d7cad1d95"><td class="memItemLeft" align="right" valign="top"><a id="a24ac643ae7fc80c944ddd36d7cad1d95"></a>
<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CreatePolygon</b> (<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vertices.html">Vertices</a> vertices, float density)</td></tr>
<tr class="separator:a24ac643ae7fc80c944ddd36d7cad1d95"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a45b9d268f2f23b30d61a5e4ed405c053"><td class="memItemLeft" align="right" valign="top"><a id="a45b9d268f2f23b30d61a5e4ed405c053"></a>
<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CreateEllipse</b> (float xRadius, float yRadius, int edges, float density)</td></tr>
<tr class="separator:a45b9d268f2f23b30d61a5e4ed405c053"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a91ace011a3ed427c0839a4c28ee7de51"><td class="memItemLeft" align="right" valign="top"><a id="a91ace011a3ed427c0839a4c28ee7de51"></a>
List&lt; <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>CreateCompoundPolygon</b> (List&lt; <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vertices.html">Vertices</a> &gt; list, float density)</td></tr>
<tr class="separator:a91ace011a3ed427c0839a4c28ee7de51"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3e40c5b54e8978cf3e59f81a36d72e45"><td class="memItemLeft" align="right" valign="top"><a id="a3e40c5b54e8978cf3e59f81a36d72e45"></a>
<a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td><td class="memItemRight" valign="bottom"><b>CreateLineArc</b> (float radians, int sides, float radius, bool closed)</td></tr>
<tr class="separator:a3e40c5b54e8978cf3e59f81a36d72e45"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af126a7132d5a5c6b8d457959602c5f40"><td class="memItemLeft" align="right" valign="top"><a id="af126a7132d5a5c6b8d457959602c5f40"></a>
List&lt; <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>CreateSolidArc</b> (float density, float radians, int sides, float radius)</td></tr>
<tr class="separator:af126a7132d5a5c6b8d457959602c5f40"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a7e48ee1cbe3696ca567103466ebb22e7"><td class="memItemLeft" align="right" valign="top"><a id="a7e48ee1cbe3696ca567103466ebb22e7"></a>
<a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_controller_filter.html">ControllerFilter</a>&#160;</td><td class="memItemRight" valign="bottom"><b>ControllerFilter</b> = new <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_physics_logic_1_1_controller_filter.html">ControllerFilter</a>(ControllerCategory.All)</td></tr>
<tr class="separator:a7e48ee1cbe3696ca567103466ebb22e7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4b7f4dc326555ee4a2f96d52622475cd"><td class="memItemLeft" align="right" valign="top">object&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a4b7f4dc326555ee4a2f96d52622475cd">Tag</a></td></tr>
<tr class="memdesc:a4b7f4dc326555ee4a2f96d52622475cd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the user data. Use this to store your application specific data.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a4b7f4dc326555ee4a2f96d52622475cd">More...</a><br /></td></tr>
<tr class="separator:a4b7f4dc326555ee4a2f96d52622475cd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a37ee97114815a55775ba7099020a392c"><td class="memItemLeft" align="right" valign="top">readonly <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture_collection.html">FixtureCollection</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a37ee97114815a55775ba7099020a392c">FixtureList</a></td></tr>
<tr class="memdesc:a37ee97114815a55775ba7099020a392c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets all the fixtures attached to this body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a37ee97114815a55775ba7099020a392c">More...</a><br /></td></tr>
<tr class="separator:a37ee97114815a55775ba7099020a392c"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:addad4c6d854b8c10bcf693736126f9ee"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#addad4c6d854b8c10bcf693736126f9ee">World</a><code> [get]</code></td></tr>
<tr class="memdesc:addad4c6d854b8c10bcf693736126f9ee"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the parent <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html" title="The world class manages all physics entities, dynamic simulation, and asynchronous queries.">World</a> of this body. This is null if the body is not attached.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#addad4c6d854b8c10bcf693736126f9ee">More...</a><br /></td></tr>
<tr class="separator:addad4c6d854b8c10bcf693736126f9ee"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4683c642e77a0ddac45a0842a821da19"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a4683c642e77a0ddac45a0842a821da19">IslandIndex</a><code> [get, set]</code></td></tr>
<tr class="separator:a4683c642e77a0ddac45a0842a821da19"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a992605faf0cf3428a009e0a588e05610"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a992605faf0cf3428a009e0a588e05610">Revolutions</a><code> [get]</code></td></tr>
<tr class="memdesc:a992605faf0cf3428a009e0a588e05610"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the total number revolutions the body has made.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a992605faf0cf3428a009e0a588e05610">More...</a><br /></td></tr>
<tr class="separator:a992605faf0cf3428a009e0a588e05610"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adb7d8c78d92630d63f72debba5cf074c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics.html#acf0ce63e34327e5bc336f9fe3d2d47a2">BodyType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#adb7d8c78d92630d63f72debba5cf074c">BodyType</a><code> [get, set]</code></td></tr>
<tr class="memdesc:adb7d8c78d92630d63f72debba5cf074c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets or sets the body type. Warning: This property is readonly during callbacks.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#adb7d8c78d92630d63f72debba5cf074c">More...</a><br /></td></tr>
<tr class="separator:adb7d8c78d92630d63f72debba5cf074c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0c53ef3b9aabf580edba0aaca75809bc"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a0c53ef3b9aabf580edba0aaca75809bc">LinearVelocity</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a0c53ef3b9aabf580edba0aaca75809bc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get or sets the linear velocity of the center of mass. Property has no effect on <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics.html#acf0ce63e34327e5bc336f9fe3d2d47a2a84a8921b25f505d0d2077aeb5db4bc16" title="Zero velocity, may be manually moved. Note: even static bodies have mass.">BodyType.Static</a> bodies.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a0c53ef3b9aabf580edba0aaca75809bc">More...</a><br /></td></tr>
<tr class="separator:a0c53ef3b9aabf580edba0aaca75809bc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9beb350912c5bfaf88b57dcb43e99dd6"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a9beb350912c5bfaf88b57dcb43e99dd6">AngularVelocity</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a9beb350912c5bfaf88b57dcb43e99dd6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets or sets the angular velocity. Radians/second.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a9beb350912c5bfaf88b57dcb43e99dd6">More...</a><br /></td></tr>
<tr class="separator:a9beb350912c5bfaf88b57dcb43e99dd6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8688cee8c24cc01cb4d10d8826eb705e"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a8688cee8c24cc01cb4d10d8826eb705e">LinearDamping</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a8688cee8c24cc01cb4d10d8826eb705e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets or sets the linear damping.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a8688cee8c24cc01cb4d10d8826eb705e">More...</a><br /></td></tr>
<tr class="separator:a8688cee8c24cc01cb4d10d8826eb705e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a47429ab57e2f8934001d4f4b822a389e"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a47429ab57e2f8934001d4f4b822a389e">AngularDamping</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a47429ab57e2f8934001d4f4b822a389e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets or sets the angular damping.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a47429ab57e2f8934001d4f4b822a389e">More...</a><br /></td></tr>
<tr class="separator:a47429ab57e2f8934001d4f4b822a389e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8a28034682296dfc411079c5367e008a"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a8a28034682296dfc411079c5367e008a">IsBullet</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a8a28034682296dfc411079c5367e008a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets or sets a value indicating whether this body should be included in the CCD solver.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a8a28034682296dfc411079c5367e008a">More...</a><br /></td></tr>
<tr class="separator:a8a28034682296dfc411079c5367e008a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a687741d6add95e46c99c04d18a4b6231"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a687741d6add95e46c99c04d18a4b6231">SleepingAllowed</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a687741d6add95e46c99c04d18a4b6231"><td class="mdescLeft">&#160;</td><td class="mdescRight">You can disable sleeping on this body. If you disable sleeping, the body will be woken.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a687741d6add95e46c99c04d18a4b6231">More...</a><br /></td></tr>
<tr class="separator:a687741d6add95e46c99c04d18a4b6231"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a47335a678dd12a5813d9b13c47d7953a"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a47335a678dd12a5813d9b13c47d7953a">Awake</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a47335a678dd12a5813d9b13c47d7953a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the sleep state of the body. A sleeping body has very low CPU cost.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a47335a678dd12a5813d9b13c47d7953a">More...</a><br /></td></tr>
<tr class="separator:a47335a678dd12a5813d9b13c47d7953a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a558f5c44426d0eb7abb82a65e8892d9a"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a558f5c44426d0eb7abb82a65e8892d9a">Enabled</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a558f5c44426d0eb7abb82a65e8892d9a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. If you pass a flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, all fixtures will be removed from the broad-phase and all contacts will be destroyed. Fixtures and joints are otherwise unaffected. You may continue to create/destroy fixtures and joints on inactive bodies. Fixtures on an inactive body are implicitly inactive and will not participate in collisions, ray-casts, or queries. <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints.html">Joints</a> connected to an inactive body are implicitly inactive. An inactive body is still owned by a b2World object and remains in the body list. Warning: This property is readonly during callbacks.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a558f5c44426d0eb7abb82a65e8892d9a">More...</a><br /></td></tr>
<tr class="separator:a558f5c44426d0eb7abb82a65e8892d9a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa0c0ab10da53c004feed887ecbae13fe"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aa0c0ab10da53c004feed887ecbae13fe">FixedRotation</a><code> [get, set]</code></td></tr>
<tr class="memdesc:aa0c0ab10da53c004feed887ecbae13fe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set this body to have fixed rotation. This causes the mass to be reset.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aa0c0ab10da53c004feed887ecbae13fe">More...</a><br /></td></tr>
<tr class="separator:aa0c0ab10da53c004feed887ecbae13fe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adc3143151ab0cc862255732d6629325e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_joint_edge.html">JointEdge</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#adc3143151ab0cc862255732d6629325e">JointList</a><code> [get, set]</code></td></tr>
<tr class="memdesc:adc3143151ab0cc862255732d6629325e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the list of all joints attached to this body.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#adc3143151ab0cc862255732d6629325e">More...</a><br /></td></tr>
<tr class="separator:adc3143151ab0cc862255732d6629325e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acd08d9793df780a7b4b2f3f26901c37e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts_1_1_contact_edge.html">ContactEdge</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#acd08d9793df780a7b4b2f3f26901c37e">ContactList</a><code> [get, set]</code></td></tr>
<tr class="memdesc:acd08d9793df780a7b4b2f3f26901c37e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the list of all contacts attached to this body. Warning: this list changes during the time step and you may miss some collisions if you don't use callback events.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#acd08d9793df780a7b4b2f3f26901c37e">More...</a><br /></td></tr>
<tr class="separator:acd08d9793df780a7b4b2f3f26901c37e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aab84255a301f0fedbd95b8e45c63ebba"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aab84255a301f0fedbd95b8e45c63ebba">Position</a><code> [get, set]</code></td></tr>
<tr class="memdesc:aab84255a301f0fedbd95b8e45c63ebba"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the world body origin position.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aab84255a301f0fedbd95b8e45c63ebba">More...</a><br /></td></tr>
<tr class="separator:aab84255a301f0fedbd95b8e45c63ebba"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a693e81fdfaa7cfd5371cb7c09c5f0b9c"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a693e81fdfaa7cfd5371cb7c09c5f0b9c">Rotation</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a693e81fdfaa7cfd5371cb7c09c5f0b9c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the angle in radians.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a693e81fdfaa7cfd5371cb7c09c5f0b9c">More...</a><br /></td></tr>
<tr class="separator:a693e81fdfaa7cfd5371cb7c09c5f0b9c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aeb445f2327de7ce4515e3cab8b90c26b"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aeb445f2327de7ce4515e3cab8b90c26b">IgnoreGravity</a><code> [get, set]</code></td></tr>
<tr class="memdesc:aeb445f2327de7ce4515e3cab8b90c26b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets or sets a value indicating whether this body ignores gravity.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aeb445f2327de7ce4515e3cab8b90c26b">More...</a><br /></td></tr>
<tr class="separator:aeb445f2327de7ce4515e3cab8b90c26b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abe988cafb2715fcdc78ff5654b216e12"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#abe988cafb2715fcdc78ff5654b216e12">WorldCenter</a><code> [get]</code></td></tr>
<tr class="memdesc:abe988cafb2715fcdc78ff5654b216e12"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the world position of the center of mass.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#abe988cafb2715fcdc78ff5654b216e12">More...</a><br /></td></tr>
<tr class="separator:abe988cafb2715fcdc78ff5654b216e12"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aaa0543fc492adcbf2c89f8ebf73d24b4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aaa0543fc492adcbf2c89f8ebf73d24b4">LocalCenter</a><code> [get, set]</code></td></tr>
<tr class="memdesc:aaa0543fc492adcbf2c89f8ebf73d24b4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the local position of the center of mass. Warning: This property is readonly during callbacks.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#aaa0543fc492adcbf2c89f8ebf73d24b4">More...</a><br /></td></tr>
<tr class="separator:aaa0543fc492adcbf2c89f8ebf73d24b4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0ded10813531b428294cf395abff0d1c"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a0ded10813531b428294cf395abff0d1c">Mass</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a0ded10813531b428294cf395abff0d1c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets or sets the mass. Usually in kilograms (kg). Warning: This property is readonly during callbacks.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a0ded10813531b428294cf395abff0d1c">More...</a><br /></td></tr>
<tr class="separator:a0ded10813531b428294cf395abff0d1c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac92ff2067850c8c2e12b28896fd06116"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ac92ff2067850c8c2e12b28896fd06116">Inertia</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ac92ff2067850c8c2e12b28896fd06116"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get or set the rotational inertia of the body about the local origin. usually in kg-m^2. Warning: This property is readonly during callbacks.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#ac92ff2067850c8c2e12b28896fd06116">More...</a><br /></td></tr>
<tr class="separator:ac92ff2067850c8c2e12b28896fd06116"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa8b50d215add490b6f088d1b4619476c"><td class="memItemLeft" align="right" valign="top"><a id="aa8b50d215add490b6f088d1b4619476c"></a>
bool&#160;</td><td class="memItemRight" valign="bottom"><b>IgnoreCCD</b><code> [get, set]</code></td></tr>
<tr class="separator:aa8b50d215add490b6f088d1b4619476c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a66f5c3110f7cf3fd1e94ab024db8d6f0"><td class="memItemLeft" align="right" valign="top"><a id="a66f5c3110f7cf3fd1e94ab024db8d6f0"></a>
OnCollisionEventHandler&#160;</td><td class="memItemRight" valign="bottom"><b>OnCollision</b></td></tr>
<tr class="separator:a66f5c3110f7cf3fd1e94ab024db8d6f0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a93781358b505f094b2fab47d0fb528be"><td class="memItemLeft" align="right" valign="top"><a id="a93781358b505f094b2fab47d0fb528be"></a>
OnSeparationEventHandler&#160;</td><td class="memItemRight" valign="bottom"><b>OnSeparation</b></td></tr>
<tr class="separator:a93781358b505f094b2fab47d0fb528be"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<h2 class="groupheader">Member Function Documentation</h2>
<a id="ac2f615bd7e785e1c12319e26824bfa72"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ac2f615bd7e785e1c12319e26824bfa72">&#9670;&nbsp;</a></span>ApplyAngularImpulse()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ApplyAngularImpulse </td>
          <td>(</td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>impulse</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Apply an angular impulse. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">impulse</td><td>The angular impulse in units of kg*m*m/s.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a3e0bd5501959e58e10bcbd11a44d1934"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a3e0bd5501959e58e10bcbd11a44d1934">&#9670;&nbsp;</a></span>ApplyForce() <span class="overload">[1/4]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ApplyForce </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>force</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Applies a force at the center of mass. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">force</td><td>The force.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a3cf0e831f1262a4d515d75f94f895817"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a3cf0e831f1262a4d515d75f94f895817">&#9670;&nbsp;</a></span>ApplyForce() <span class="overload">[2/4]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ApplyForce </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>force</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>point</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">force</td><td>The world force vector, usually in Newtons (N).</td></tr>
    <tr><td class="paramname">point</td><td>The world position of the point of application.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="ab1a74911ead329e45cd0431a6ce22968"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ab1a74911ead329e45cd0431a6ce22968">&#9670;&nbsp;</a></span>ApplyForce() <span class="overload">[3/4]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ApplyForce </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>force</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Applies a force at the center of mass. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">force</td><td>The force.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a622cd97b2e9b40148f6c4de6b4f68e40"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a622cd97b2e9b40148f6c4de6b4f68e40">&#9670;&nbsp;</a></span>ApplyForce() <span class="overload">[4/4]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ApplyForce </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>force</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>point</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">force</td><td>The world force vector, usually in Newtons (N).</td></tr>
    <tr><td class="paramname">point</td><td>The world position of the point of application.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a5ef0c3c2b6414118bdd5fe85b3b89e6e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5ef0c3c2b6414118bdd5fe85b3b89e6e">&#9670;&nbsp;</a></span>ApplyLinearImpulse() <span class="overload">[1/4]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ApplyLinearImpulse </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>impulse</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Apply an impulse at a point. This immediately modifies the velocity. This wakes up the body. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">impulse</td><td>The world impulse vector, usually in N-seconds or kg-m/s.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a7e85a76557ac86f27f5170b71d3d0418"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a7e85a76557ac86f27f5170b71d3d0418">&#9670;&nbsp;</a></span>ApplyLinearImpulse() <span class="overload">[2/4]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ApplyLinearImpulse </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>impulse</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>point</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of application is not at the center of mass. This wakes up the body. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">impulse</td><td>The world impulse vector, usually in N-seconds or kg-m/s.</td></tr>
    <tr><td class="paramname">point</td><td>The world position of the point of application.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a35a47f6abb96ea16abb84d8d7da14886"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a35a47f6abb96ea16abb84d8d7da14886">&#9670;&nbsp;</a></span>ApplyLinearImpulse() <span class="overload">[3/4]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ApplyLinearImpulse </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>impulse</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Apply an impulse at a point. This immediately modifies the velocity. This wakes up the body. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">impulse</td><td>The world impulse vector, usually in N-seconds or kg-m/s.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a5779c9354f5aec0119169ee4bdb3cc70"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5779c9354f5aec0119169ee4bdb3cc70">&#9670;&nbsp;</a></span>ApplyLinearImpulse() <span class="overload">[4/4]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ApplyLinearImpulse </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>impulse</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>point</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of application is not at the center of mass. This wakes up the body. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">impulse</td><td>The world impulse vector, usually in N-seconds or kg-m/s.</td></tr>
    <tr><td class="paramname">point</td><td>The world position of the point of application.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a155cc76b7d4c9b87a95166e37d2ce7fb"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a155cc76b7d4c9b87a95166e37d2ce7fb">&#9670;&nbsp;</a></span>ApplyTorque()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ApplyTorque </td>
          <td>(</td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>torque</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass. This wakes up the body. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">torque</td><td>The torque about the z-axis (out of the screen), usually in N-m.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="ad1d48235520f5f2273c03732422bcf93"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad1d48235520f5f2273c03732422bcf93">&#9670;&nbsp;</a></span>Clone()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a> Clone </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a>&#160;</td>
          <td class="paramname"><em>world</em> = <code>null</code></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Makes a clone of the body. Fixtures and therefore shapes are not included. Use <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html#a5d55583a304262267eb3899ec13d7271" title="Clones the body and all attached fixtures and shapes. Simply said, it makes a complete copy of the bo...">DeepClone()</a> to clone the body, as well as fixtures and shapes. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">world</td><td></td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

</div>
</div>
<a id="a68d5c3c68d35ebcd8506c6085ff1ef32"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a68d5c3c68d35ebcd8506c6085ff1ef32">&#9670;&nbsp;</a></span>CreateFixture()</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a> CreateFixture </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes_1_1_shape.html">Shape</a>&#160;</td>
          <td class="paramname"><em>shape</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">virtual</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Creates a fixture and attach it to this body. If the density is non-zero, this function automatically updates the mass of the body. <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts.html">Contacts</a> are not created until the next time step. Warning: This method is locked during callbacks. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">shape</td><td>The shape.</td></tr>
    <tr><td class="paramname">userData</td><td>Application specific data</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

</div>
</div>
<a id="a5d55583a304262267eb3899ec13d7271"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5d55583a304262267eb3899ec13d7271">&#9670;&nbsp;</a></span>DeepClone()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a> DeepClone </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a>&#160;</td>
          <td class="paramname"><em>world</em> = <code>null</code></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Clones the body and all attached fixtures and shapes. Simply said, it makes a complete copy of the body. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">world</td><td></td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>

</div>
</div>
<a id="a0a5185cb17386910ac4b9ae624bcace9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a0a5185cb17386910ac4b9ae624bcace9">&#9670;&nbsp;</a></span>GetLinearVelocityFromLocalPoint() <span class="overload">[1/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetLinearVelocityFromLocalPoint </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>localPoint</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Get the world velocity of a local point. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">localPoint</td><td>A point in local coordinates.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The world velocity of a point.</dd></dl>

</div>
</div>
<a id="a13c36494173fc6c0eae107fa4662aa15"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a13c36494173fc6c0eae107fa4662aa15">&#9670;&nbsp;</a></span>GetLinearVelocityFromLocalPoint() <span class="overload">[2/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetLinearVelocityFromLocalPoint </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>localPoint</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Get the world velocity of a local point. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">localPoint</td><td>A point in local coordinates.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The world velocity of a point.</dd></dl>

</div>
</div>
<a id="ac286b8066ff523c7987c99ef921e589f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ac286b8066ff523c7987c99ef921e589f">&#9670;&nbsp;</a></span>GetLinearVelocityFromWorldPoint() <span class="overload">[1/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetLinearVelocityFromWorldPoint </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>worldPoint</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Get the world linear velocity of a world point attached to this body. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">worldPoint</td><td>A point in world coordinates.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The world velocity of a point.</dd></dl>

</div>
</div>
<a id="aa3fe8f7ef96a416f19b5f70367f6ba3b"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aa3fe8f7ef96a416f19b5f70367f6ba3b">&#9670;&nbsp;</a></span>GetLinearVelocityFromWorldPoint() <span class="overload">[2/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetLinearVelocityFromWorldPoint </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>worldPoint</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Get the world linear velocity of a world point attached to this body. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">worldPoint</td><td>A point in world coordinates.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The world velocity of a point.</dd></dl>

</div>
</div>
<a id="acf6f0bc73e31db5126e174c39699744c"></a>
<h2 class="memtitle"><span class="permalink"><a href="#acf6f0bc73e31db5126e174c39699744c">&#9670;&nbsp;</a></span>GetLocalPoint() <span class="overload">[1/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetLocalPoint </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>worldPoint</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Gets a local point relative to the body's origin given a world point. Note that the vector only takes the rotation into account, not the position. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">worldPoint</td><td>A point in world coordinates.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The corresponding local point relative to the body's origin.</dd></dl>

</div>
</div>
<a id="a8da6884ab2fc9afff46590d4fdfd9e01"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a8da6884ab2fc9afff46590d4fdfd9e01">&#9670;&nbsp;</a></span>GetLocalPoint() <span class="overload">[2/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetLocalPoint </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>worldPoint</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Gets a local point relative to the body's origin given a world point. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">worldPoint</td><td>A point in world coordinates.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The corresponding local point relative to the body's origin.</dd></dl>

</div>
</div>
<a id="aca1bab02ed1b402c20a626132db198e8"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aca1bab02ed1b402c20a626132db198e8">&#9670;&nbsp;</a></span>GetLocalVector() <span class="overload">[1/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetLocalVector </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>worldVector</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Gets a local vector given a world vector. Note that the vector only takes the rotation into account, not the position. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">worldVector</td><td>A vector in world coordinates.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The corresponding local vector.</dd></dl>

</div>
</div>
<a id="a2cf4b31130c70fafdec54f1566a49c4b"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a2cf4b31130c70fafdec54f1566a49c4b">&#9670;&nbsp;</a></span>GetLocalVector() <span class="overload">[2/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetLocalVector </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>worldVector</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Gets a local vector given a world vector. Note that the vector only takes the rotation into account, not the position. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">worldVector</td><td>A vector in world coordinates.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The corresponding local vector.</dd></dl>

</div>
</div>
<a id="ae2e4f5fbfad7abd186fcb2bfc179a96f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ae2e4f5fbfad7abd186fcb2bfc179a96f">&#9670;&nbsp;</a></span>GetTransform() <span class="overload">[1/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_transform.html">Transform</a> GetTransform </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Get the body transform for the body's origin. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">transform</td><td>The transform of the body's origin.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a6252833ed7c9cd31d897e5b79687de14"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a6252833ed7c9cd31d897e5b79687de14">&#9670;&nbsp;</a></span>GetTransform() <span class="overload">[2/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void GetTransform </td>
          <td>(</td>
          <td class="paramtype">out <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_transform.html">Transform</a>&#160;</td>
          <td class="paramname"><em>transform</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Get the body transform for the body's origin. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">transform</td><td>The transform of the body's origin.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a44994ec9bf385e90656c556427594b43"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a44994ec9bf385e90656c556427594b43">&#9670;&nbsp;</a></span>GetWorldPoint() <span class="overload">[1/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetWorldPoint </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>localPoint</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Get the world coordinates of a point given the local coordinates. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">localPoint</td><td>A point on the body measured relative the the body's origin.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The same point expressed in world coordinates.</dd></dl>

</div>
</div>
<a id="a03114268d3cd9afc1c4c6539c208faaf"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a03114268d3cd9afc1c4c6539c208faaf">&#9670;&nbsp;</a></span>GetWorldPoint() <span class="overload">[2/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetWorldPoint </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>localPoint</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Get the world coordinates of a point given the local coordinates. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">localPoint</td><td>A point on the body measured relative the the body's origin.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The same point expressed in world coordinates.</dd></dl>

</div>
</div>
<a id="a2f9dbdd05c3a135441d8b3630f35cbe1"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a2f9dbdd05c3a135441d8b3630f35cbe1">&#9670;&nbsp;</a></span>GetWorldVector() <span class="overload">[1/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetWorldVector </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>localVector</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Get the world coordinates of a vector given the local coordinates. Note that the vector only takes the rotation into account, not the position. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">localVector</td><td>A vector fixed in the body.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The same vector expressed in world coordinates.</dd></dl>

</div>
</div>
<a id="a214ffec209bae8263331dab6caf3fab9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a214ffec209bae8263331dab6caf3fab9">&#9670;&nbsp;</a></span>GetWorldVector() <span class="overload">[2/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> GetWorldVector </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>localVector</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Get the world coordinates of a vector given the local coordinates. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">localVector</td><td>A vector fixed in the body.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The same vector expressed in world coordinates.</dd></dl>

</div>
</div>
<a id="a11a7ba04b54ac6de48c4034c1d5aaa2a"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a11a7ba04b54ac6de48c4034c1d5aaa2a">&#9670;&nbsp;</a></span>Remove()</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">virtual void Remove </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture.html">Fixture</a>&#160;</td>
          <td class="paramname"><em>fixture</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">virtual</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Destroy a fixture. This removes the fixture from the broad-phase and destroys all contacts associated with this fixture. This will automatically adjust the mass of the body if the body is dynamic and the fixture has positive density. All fixtures attached to a body are implicitly destroyed when the body is destroyed. Warning: This method is locked during callbacks. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">fixture</td><td>The fixture to be removed.</td></tr>
  </table>
  </dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
  <table class="exception">
    <tr><td class="paramname">System.InvalidOperationException</td><td>Thrown when the world is Locked/Stepping.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a2ee411e9b97027dfa9d9c1443f1dfd4e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a2ee411e9b97027dfa9d9c1443f1dfd4e">&#9670;&nbsp;</a></span>ResetDynamics()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ResetDynamics </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Resets the dynamics of this body. Sets torque, force and linear/angular velocity to 0 </p>
<p>summary&gt; Warning: This method is locked during callbacks.</p>
<p>&gt; </p><dl class="exception"><dt>Exceptions</dt><dd>
  <table class="exception">
    <tr><td class="paramname">System.InvalidOperationException</td><td>Thrown when the world is Locked/Stepping.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a385261b84b7e28ac5264e61f5c5377ba"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a385261b84b7e28ac5264e61f5c5377ba">&#9670;&nbsp;</a></span>ResetMassData()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void ResetMassData </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>This resets the mass properties to the sum of the mass properties of the fixtures. This normally does not need to be called unless you called SetMassData to override the mass and you later want to reset the mass. </p>

</div>
</div>
<a id="af0266f3dee11b32e0f3caad6d590df90"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af0266f3dee11b32e0f3caad6d590df90">&#9670;&nbsp;</a></span>SetCollidesWith()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void SetCollidesWith </td>
          <td>(</td>
          <td class="paramtype">Category&#160;</td>
          <td class="paramname"><em>category</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>. </p>
<p>Deprecated in version 1.6</p>

</div>
</div>
<a id="a7b673e0050282eaceec7359f4a3c0471"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a7b673e0050282eaceec7359f4a3c0471">&#9670;&nbsp;</a></span>SetCollisionCategories()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void SetCollisionCategories </td>
          <td>(</td>
          <td class="paramtype">Category&#160;</td>
          <td class="paramname"><em>category</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>. </p>
<p>Deprecated in version 1.6</p>

</div>
</div>
<a id="a9e36b5e71469461aa8d88cce6ca6407e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a9e36b5e71469461aa8d88cce6ca6407e">&#9670;&nbsp;</a></span>SetCollisionGroup()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void SetCollisionGroup </td>
          <td>(</td>
          <td class="paramtype">short&#160;</td>
          <td class="paramname"><em>collisionGroup</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>. </p>
<p>Deprecated in version 1.6</p>

</div>
</div>
<a id="a31c77f6a8a00fc232736e6cf313a0360"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a31c77f6a8a00fc232736e6cf313a0360">&#9670;&nbsp;</a></span>SetFriction()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void SetFriction </td>
          <td>(</td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>friction</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Set friction on all fixtures. Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">friction</td><td></td></tr>
  </table>
  </dd>
</dl>
<p>Deprecated in version 1.6</p>

</div>
</div>
<a id="a6df4f64d63cf178e0e2dbf167fe73100"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a6df4f64d63cf178e0e2dbf167fe73100">&#9670;&nbsp;</a></span>SetIsSensor()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void SetIsSensor </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>isSensor</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>. </p>
<p>Deprecated in version 1.6</p>

</div>
</div>
<a id="aaefa51fcc4934bf0f124b31d633e7983"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aaefa51fcc4934bf0f124b31d633e7983">&#9670;&nbsp;</a></span>SetRestitution()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void SetRestitution </td>
          <td>(</td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>restitution</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Set restitution on all fixtures. Warning: This method applies the value on existing Fixtures. It's not a property of <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">restitution</td><td></td></tr>
  </table>
  </dd>
</dl>
<p>Deprecated in version 1.6</p>

</div>
</div>
<a id="a1e76cfd1e34bb3c4179b47f7ba4a0155"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a1e76cfd1e34bb3c4179b47f7ba4a0155">&#9670;&nbsp;</a></span>SetTransform() <span class="overload">[1/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void SetTransform </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>position</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>rotation</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a body's transform may cause non-physical behavior. Warning: This method is locked during callbacks. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">position</td><td>The world position of the body's local origin.</td></tr>
    <tr><td class="paramname">rotation</td><td>The world rotation in radians.</td></tr>
  </table>
  </dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
  <table class="exception">
    <tr><td class="paramname">System.InvalidOperationException</td><td>Thrown when the world is Locked/Stepping.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a8ee40372286a228f7c6eea6d4b009548"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a8ee40372286a228f7c6eea6d4b009548">&#9670;&nbsp;</a></span>SetTransform() <span class="overload">[2/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void SetTransform </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>position</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>rotation</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a body's transform may cause non-physical behavior. Warning: This method is locked during callbacks. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">position</td><td>The world position of the body's local origin.</td></tr>
    <tr><td class="paramname">rotation</td><td>The world rotation in radians.</td></tr>
  </table>
  </dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
  <table class="exception">
    <tr><td class="paramname">System.InvalidOperationException</td><td>Thrown when the world is Locked/Stepping.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="ad6d78561ed251ec48d62c078f39539a6"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad6d78561ed251ec48d62c078f39539a6">&#9670;&nbsp;</a></span>SetTransformIgnoreContacts()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void SetTransformIgnoreContacts </td>
          <td>(</td>
          <td class="paramtype">ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a>&#160;</td>
          <td class="paramname"><em>position</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>angle</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>For teleporting a body without considering new contacts immediately. Warning: This method is locked during callbacks. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">position</td><td>The position.</td></tr>
    <tr><td class="paramname">angle</td><td>The angle.</td></tr>
  </table>
  </dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
  <table class="exception">
    <tr><td class="paramname">System.InvalidOperationException</td><td>Thrown when the world is Locked/Stepping.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<h2 class="groupheader">Member Data Documentation</h2>
<a id="a37ee97114815a55775ba7099020a392c"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a37ee97114815a55775ba7099020a392c">&#9670;&nbsp;</a></span>FixtureList</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">readonly <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_fixture_collection.html">FixtureCollection</a> FixtureList</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Gets all the fixtures attached to this body. </p>
<p>The fixture list.</p>

</div>
</div>
<a id="a4b7f4dc326555ee4a2f96d52622475cd"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a4b7f4dc326555ee4a2f96d52622475cd">&#9670;&nbsp;</a></span>Tag</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">object Tag</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Set the user data. Use this to store your application specific data. </p>
<p>The user data.</p>

</div>
</div>
<h2 class="groupheader">Property Documentation</h2>
<a id="a47429ab57e2f8934001d4f4b822a389e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a47429ab57e2f8934001d4f4b822a389e">&#9670;&nbsp;</a></span>AngularDamping</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">float AngularDamping</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Gets or sets the angular damping. </p>
<p>The angular damping.</p>

</div>
</div>
<a id="a9beb350912c5bfaf88b57dcb43e99dd6"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a9beb350912c5bfaf88b57dcb43e99dd6">&#9670;&nbsp;</a></span>AngularVelocity</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">float AngularVelocity</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Gets or sets the angular velocity. Radians/second. </p>
<p>The angular velocity.</p>

</div>
</div>
<a id="a47335a678dd12a5813d9b13c47d7953a"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a47335a678dd12a5813d9b13c47d7953a">&#9670;&nbsp;</a></span>Awake</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">bool Awake</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Set the sleep state of the body. A sleeping body has very low CPU cost. </p>
<p><code>true</code> if awake; otherwise, <code>false</code>.</p>

</div>
</div>
<a id="adb7d8c78d92630d63f72debba5cf074c"></a>
<h2 class="memtitle"><span class="permalink"><a href="#adb7d8c78d92630d63f72debba5cf074c">&#9670;&nbsp;</a></span>BodyType</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics.html#acf0ce63e34327e5bc336f9fe3d2d47a2">BodyType</a> <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics.html#acf0ce63e34327e5bc336f9fe3d2d47a2">BodyType</a></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Gets or sets the body type. Warning: This property is readonly during callbacks. </p>
<p>The type of body.</p>
<dl class="exception"><dt>Exceptions</dt><dd>
  <table class="exception">
    <tr><td class="paramname">System.InvalidOperationException</td><td>Thrown when the world is Locked/Stepping.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="acd08d9793df780a7b4b2f3f26901c37e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#acd08d9793df780a7b4b2f3f26901c37e">&#9670;&nbsp;</a></span>ContactList</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts_1_1_contact_edge.html">ContactEdge</a> ContactList</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the list of all contacts attached to this body. Warning: this list changes during the time step and you may miss some collisions if you don't use callback events. </p>
<p>The contact list.</p>

</div>
</div>
<a id="a558f5c44426d0eb7abb82a65e8892d9a"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a558f5c44426d0eb7abb82a65e8892d9a">&#9670;&nbsp;</a></span>Enabled</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">bool Enabled</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Set the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. If you pass a flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, all fixtures will be removed from the broad-phase and all contacts will be destroyed. Fixtures and joints are otherwise unaffected. You may continue to create/destroy fixtures and joints on inactive bodies. Fixtures on an inactive body are implicitly inactive and will not participate in collisions, ray-casts, or queries. <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints.html">Joints</a> connected to an inactive body are implicitly inactive. An inactive body is still owned by a b2World object and remains in the body list. Warning: This property is readonly during callbacks. </p>
<p><code>true</code> if active; otherwise, <code>false</code>.</p>
<dl class="exception"><dt>Exceptions</dt><dd>
  <table class="exception">
    <tr><td class="paramname">System.InvalidOperationException</td><td>Thrown when the world is Locked/Stepping.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="aa0c0ab10da53c004feed887ecbae13fe"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aa0c0ab10da53c004feed887ecbae13fe">&#9670;&nbsp;</a></span>FixedRotation</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">bool FixedRotation</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Set this body to have fixed rotation. This causes the mass to be reset. </p>
<p><code>true</code> if it has fixed rotation; otherwise, <code>false</code>.</p>

</div>
</div>
<a id="aeb445f2327de7ce4515e3cab8b90c26b"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aeb445f2327de7ce4515e3cab8b90c26b">&#9670;&nbsp;</a></span>IgnoreGravity</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">bool IgnoreGravity</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Gets or sets a value indicating whether this body ignores gravity. </p>
<p><code>true</code> if it ignores gravity; otherwise, <code>false</code>.</p>

</div>
</div>
<a id="ac92ff2067850c8c2e12b28896fd06116"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ac92ff2067850c8c2e12b28896fd06116">&#9670;&nbsp;</a></span>Inertia</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">float Inertia</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get or set the rotational inertia of the body about the local origin. usually in kg-m^2. Warning: This property is readonly during callbacks. </p>
<p>The inertia.</p>
<dl class="exception"><dt>Exceptions</dt><dd>
  <table class="exception">
    <tr><td class="paramname">System.InvalidOperationException</td><td>Thrown when the world is Locked/Stepping.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a8a28034682296dfc411079c5367e008a"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a8a28034682296dfc411079c5367e008a">&#9670;&nbsp;</a></span>IsBullet</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">bool IsBullet</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Gets or sets a value indicating whether this body should be included in the CCD solver. </p>
<p><code>true</code> if this instance is included in CCD; otherwise, <code>false</code>.</p>

</div>
</div>
<a id="a4683c642e77a0ddac45a0842a821da19"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a4683c642e77a0ddac45a0842a821da19">&#9670;&nbsp;</a></span>IslandIndex</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">int IslandIndex</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">
<p>Deprecated in version 1.6</p>

</div>
</div>
<a id="adc3143151ab0cc862255732d6629325e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#adc3143151ab0cc862255732d6629325e">&#9670;&nbsp;</a></span>JointList</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_joints_1_1_joint_edge.html">JointEdge</a> JointList</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the list of all joints attached to this body. </p>
<p>The joint list.</p>

</div>
</div>
<a id="a8688cee8c24cc01cb4d10d8826eb705e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a8688cee8c24cc01cb4d10d8826eb705e">&#9670;&nbsp;</a></span>LinearDamping</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">float LinearDamping</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Gets or sets the linear damping. </p>
<p>The linear damping.</p>

</div>
</div>
<a id="a0c53ef3b9aabf580edba0aaca75809bc"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a0c53ef3b9aabf580edba0aaca75809bc">&#9670;&nbsp;</a></span>LinearVelocity</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> LinearVelocity</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get or sets the linear velocity of the center of mass. Property has no effect on <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics.html#acf0ce63e34327e5bc336f9fe3d2d47a2a84a8921b25f505d0d2077aeb5db4bc16" title="Zero velocity, may be manually moved. Note: even static bodies have mass.">BodyType.Static</a> bodies. </p>
<p>The linear velocity.</p>

</div>
</div>
<a id="aaa0543fc492adcbf2c89f8ebf73d24b4"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aaa0543fc492adcbf2c89f8ebf73d24b4">&#9670;&nbsp;</a></span>LocalCenter</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> LocalCenter</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the local position of the center of mass. Warning: This property is readonly during callbacks. </p>
<p>The local position.</p>
<dl class="exception"><dt>Exceptions</dt><dd>
  <table class="exception">
    <tr><td class="paramname">System.InvalidOperationException</td><td>Thrown when the world is Locked/Stepping.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a0ded10813531b428294cf395abff0d1c"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a0ded10813531b428294cf395abff0d1c">&#9670;&nbsp;</a></span>Mass</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">float Mass</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Gets or sets the mass. Usually in kilograms (kg). Warning: This property is readonly during callbacks. </p>
<p>The mass.</p>
<dl class="exception"><dt>Exceptions</dt><dd>
  <table class="exception">
    <tr><td class="paramname">System.InvalidOperationException</td><td>Thrown when the world is Locked/Stepping.</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="aab84255a301f0fedbd95b8e45c63ebba"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aab84255a301f0fedbd95b8e45c63ebba">&#9670;&nbsp;</a></span>Position</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> Position</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the world body origin position. </p>
<dl class="section return"><dt>Returns</dt><dd>Return the world position of the body's origin.</dd></dl>

</div>
</div>
<a id="a992605faf0cf3428a009e0a588e05610"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a992605faf0cf3428a009e0a588e05610">&#9670;&nbsp;</a></span>Revolutions</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">float Revolutions</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Gets the total number revolutions the body has made. </p>
<p>The revolutions.</p>

</div>
</div>
<a id="a693e81fdfaa7cfd5371cb7c09c5f0b9c"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a693e81fdfaa7cfd5371cb7c09c5f0b9c">&#9670;&nbsp;</a></span>Rotation</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">float Rotation</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the angle in radians. </p>
<dl class="section return"><dt>Returns</dt><dd>Return the current world rotation angle in radians.</dd></dl>

</div>
</div>
<a id="a687741d6add95e46c99c04d18a4b6231"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a687741d6add95e46c99c04d18a4b6231">&#9670;&nbsp;</a></span>SleepingAllowed</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">bool SleepingAllowed</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>You can disable sleeping on this body. If you disable sleeping, the body will be woken. </p>
<p><code>true</code> if sleeping is allowed; otherwise, <code>false</code>.</p>

</div>
</div>
<a id="addad4c6d854b8c10bcf693736126f9ee"></a>
<h2 class="memtitle"><span class="permalink"><a href="#addad4c6d854b8c10bcf693736126f9ee">&#9670;&nbsp;</a></span>World</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a> <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html">World</a></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the parent <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html" title="The world class manages all physics entities, dynamic simulation, and asynchronous queries.">World</a> of this body. This is null if the body is not attached. </p>

</div>
</div>
<a id="abe988cafb2715fcdc78ff5654b216e12"></a>
<h2 class="memtitle"><span class="permalink"><a href="#abe988cafb2715fcdc78ff5654b216e12">&#9670;&nbsp;</a></span>WorldCenter</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_common_1_1_vector2.html">Vector2</a> WorldCenter</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">get</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the world position of the center of mass. </p>
<p>The world position.</p>

</div>
</div>
<hr/>The documentation for this class was generated from the following files:<ul>
<li>Physics2D/Dynamics/Body.cs</li>
<li>Physics2D/Dynamics/Body.Factory.cs</li>
</ul>
</div><!-- contents -->
</div><!-- doc-content -->
<!-- start footer part -->
<div id="nav-path" class="navpath"><!-- id is needed for treeview function! -->
  <ul>
    <li class="navelem"><a class="el" href="namespacenkast.html">nkast</a></li><li class="navelem"><a class="el" href="namespacenkast_1_1_aether.html">Aether</a></li><li class="navelem"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d.html">Physics2D</a></li><li class="navelem"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics.html">Dynamics</a></li><li class="navelem"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_body.html">Body</a></li>
    <li class="footer">Generated by <a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.1 </li>
  </ul>
</div>
</body>
</html>
